Light Functions and hierarchical instanced mesh banding

Hi there, I have made a rather large ocean using a smaller detailed water plane with LODs that I have tiled in x and y using a blueprint in it’s construction script. It looks great and the performance is awesome. However, I have a cloud-like light function on my “sun” light. On the water, it only works properly right beneath me, and then stretches out like bands in the x and y directions. Any Idea how to fix this without disabling my light function?

Ok so this effect goes away when I change the water material to opaque instead of translucent. Is there an issue or limitation when shadowing translucent materials with a light function?

Just in case anyone has a similar issue, I solved this by modifying the r.TranslucentLightingVolume properties to increase the inner and outer distances. It lowers the res of the shadows on translucent materials, but they are broken up by the water anyway. r.TranslucentLightingVolumeDim with higher values fixes this, but has a performance cost. A bit of a trade off, but it’s better than the terribleness you see in the photo haha.